I have a sphere-like model shaded with a voronoi (4d) texture that receives generated coordinates. I didn't use UV or object coordinates because I couldn't solve the texture artifacts they produced, and the generated coordinates work fine.
The geometry of the model is extended with a boolean (join operation). The voronoi texture extends perfectly into the new geometry. But, when I try to apply the boolean modifier, the voronoi texture changes.
What I would like to achieve, is to apply the boolean modifier to the sphere-like mesh without changing the way it is textured (I spent a long time tweaking the voronoi to the point where it looked how I wanted it, and it now changing is a big inconvenience).
Is there a way I can "apply" the shading texture first? In a similar way in which I can apply any other modifier, like a deform modifier if I wanted to change the mesh before joining it. Maybe I can "extract" the voronoi texture to its own 3d-image file, then import the file back into the shader? Or can I add a node that "captures" the generated coordinates and retains them after the boolean modifier is applied?